Packet Information

04/06/2010 12:40 ChingChong23#1
Ill leave all my packet-related questions in this thread.

On my server i have the death effect (ghost) but i'm not sure which packet exactly is the one to have the 'revive/revive here' pop up and start the 20 second countdown? i know theres people around here that have experience in this area. I checked out the wiki, but i'm not exactly sure what the name is, or what category this would come under.

thanks
04/06/2010 13:14 ~Falcon#2
It uses the Entity's StatusFlag bitfield which stores all the useful information about the appearance, stigma, superman, etc.

So you basically modify that value to include both the Ghost and Dead flag; ghost prevents the user jumping, dead activates the countdown.
Then Just send a 0x3F9 (Update) packet with the RaiseFlag type, to both the client and surrounding clients (Surrounding will prevent people being able to attack a dead person).
- I also recommend a Server side TimeStamp to prevent users reviving prematurely.

Then modify the mesh to show the ghost and send the 0x3F9 (Update) packet, to update the mesh to both the client and surrounding clients.
04/06/2010 13:15 ImmuneOne#3
Code:
[B]Entity.Transmit(new Status(Entity.Character.UID, 0x420, 26));[/B]
Transformation Type = 0;
04/06/2010 14:04 ChingChong23#4
Quote:
Originally Posted by ~Falcon View Post
It uses the Entity's StatusFlag bitfield which stores all the useful information about the appearance, stigma, superman, etc.

So you basically modify that value to include both the Ghost and Dead flag; ghost prevents the user jumping, dead activates the countdown.
Then Just send a 0x3F9 (Update) packet with the RaiseFlag type, to both the client and surrounding clients (Surrounding will prevent people being able to attack a dead person)
exactly the answer i was looking for, thanks.

Quote:
Originally Posted by ~Falcon
.
- I also recommend a Server side TimeStamp to prevent users reviving prematurely.
of course, my server contains server-side checks for just about everything.